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doing some namespace normalization

/main
David Woodruff 4 年前
当前提交
95662b7d
共有 9 个文件被更改,包括 20 次插入15 次删除
  1. 2
      Assets/Scripts/Client/Game/State/ClientBossRoomState.cs
  2. 5
      Assets/Scripts/Client/Game/State/ClientCharSelectState.cs
  3. 2
      Assets/Scripts/Client/Game/State/ClientMainMenuState.cs
  4. 2
      Assets/Scripts/Client/Net/ClientGNHLogic.cs
  5. 2
      Assets/Scripts/Client/UI/MainMenuUI.cs
  6. 2
      Assets/Scripts/Server/Game/State/ServerBossRoomState.cs
  7. 6
      Assets/Scripts/Server/Game/State/ServerCharSelectState.cs
  8. 2
      Assets/Scripts/Server/Net/ServerGNHLogic.cs
  9. 12
      Assets/Scripts/Shared/Net/GameNetHub.cs

2
Assets/Scripts/Client/Game/State/ClientBossRoomState.cs


using UnityEngine;
using BossRoom;
namespace BossRoomClient
namespace BossRoom.Client
{
/// <summary>

5
Assets/Scripts/Client/Game/State/ClientCharSelectState.cs


using UnityEngine;
using BossRoom;
namespace BossRoomClient
namespace BossRoom.Client
/// Client specialization of the Characterc Select game state.
/// Client specialization of the Character Select game state.
[RequireComponent(typeof(CharSelectData))]
public class ClientCharSelectState : GameStateBehaviour
{
public override GameState ActiveState { get { return GameState.CHARSELECT; } }

2
Assets/Scripts/Client/Game/State/ClientMainMenuState.cs


using UnityEngine;
using BossRoom;
namespace BossRoomClient
namespace BossRoom.Client
{
/// <summary>
/// Game Logic that runs when sitting at the MainMenu. This is likely to be "nothing", as no game has been started. But it is

2
Assets/Scripts/Client/Net/ClientGNHLogic.cs


using BossRoom;
namespace BossRoomClient
namespace BossRoom.Client
{
/// <summary>
/// Client logic for the GameNetHub. Contains implementations for all of GameNetHub's S2C RPCs.

2
Assets/Scripts/Client/UI/MainMenuUI.cs


using System.Collections.Generic;
using UnityEngine;
namespace BossRoomViz
namespace BossRoom.Viz
{
/// <summary>
/// Provides backing logic for all of the UI that runs in the MainMenu stage.

2
Assets/Scripts/Server/Game/State/ServerBossRoomState.cs


using UnityEngine;
using BossRoom;
namespace BossRoomServer
namespace BossRoom.Server
{
/// <summary>
/// Server specialization of core BossRoom game logic.

6
Assets/Scripts/Server/Game/State/ServerCharSelectState.cs


using UnityEngine;
using BossRoom;
namespace BossRoomServer
namespace BossRoom.Server
/// <summary>
/// Server specialization of Character Select game state.
/// </summary>
[RequireComponent(typeof(CharSelectData))]
public class ServerCharSelectState : GameStateBehaviour
{
public override GameState ActiveState { get { return GameState.CHARSELECT; } }

2
Assets/Scripts/Server/Net/ServerGNHLogic.cs


using BossRoom;
namespace BossRoomServer
namespace BossRoom.Server
{
/// <summary>
/// Server logic plugin for the GameNetHub. Contains implementations for all GameNetHub's C2S RPCs.

12
Assets/Scripts/Shared/Net/GameNetHub.cs


{
public GameObject NetworkingManagerGO;
private BossRoomClient.ClientGNHLogic m_ClientLogic;
private BossRoomServer.ServerGNHLogic m_ServerLogic;
private BossRoom.Client.ClientGNHLogic m_ClientLogic;
private BossRoom.Server.ServerGNHLogic m_ServerLogic;
public MLAPI.NetworkingManager NetManager { get; private set; }

{
if (NetManager.IsClient)
{
m_ClientLogic = new BossRoomClient.ClientGNHLogic(this);
m_ClientLogic = new BossRoom.Client.ClientGNHLogic(this);
m_ServerLogic = new BossRoomServer.ServerGNHLogic(this);
m_ServerLogic = new BossRoom.Server.ServerGNHLogic(this);
RegisterServerMessageHandlers();
}
if( NetManager.IsHost )

/// <param name="port">The port of the host to connect to. </param>
public void StartClient(string ipaddress, int port)
{
BossRoomClient.ClientGNHLogic.StartClient(this, ipaddress, port);
BossRoom.Client.ClientGNHLogic.StartClient(this, ipaddress, port);
}
/// <summary>

/// <param name="port">The port we should listen on. </param>
public void StartHost(string ipaddress, int port )
{
BossRoomServer.ServerGNHLogic.StartHost(this, ipaddress, port);
BossRoom.Server.ServerGNHLogic.StartHost(this, ipaddress, port);
}
//Server->Client RPCs

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